/**
 * ScriptDev3 is an extension for mangos providing enhanced features for
 * area triggers, creatures, game objects, instances, items, and spells beyond
 * the default database scripting in mangos.
 *
 * Copyright (C) 2006-2013  ScriptDev2 <http://www.scriptdev2.com/>
 * Copyright (C) 2014-2022 MaNGOS <https://getmangos.eu>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 *
 * World of Warcraft, and all World of Warcraft or Warcraft art, images,
 * and lore are copyrighted by Blizzard Entertainment, Inc.
 */

/**
 * ScriptData
 * SDName:      Generic_Creature
 * SD%Complete: 80
 * SDComment:   Should be replaced with core based AI
 * SDCategory:  Creatures
 * EndScriptData
 */

#include "precompiled.h"

#define GENERIC_CREATURE_COOLDOWN   5000

struct generic_creature : public CreatureScript
{
    generic_creature() : CreatureScript("generic_creature") {}

    struct generic_creatureAI : public ScriptedAI
    {
        generic_creatureAI(Creature* pCreature) : ScriptedAI(pCreature) {}

        uint32 GlobalCooldown;      // This variable acts like the global cooldown that players have (1.5 seconds)
        uint32 BuffTimer;           // This variable keeps track of buffs
        bool IsSelfRooted;

        void Reset() override
        {
            GlobalCooldown = 0;
            BuffTimer = 0;          // Rebuff as soon as we can
            IsSelfRooted = false;
        }

        void Aggro(Unit* who) override
        {
            if (!m_creature->CanReachWithMeleeAttack(who))
            {
                IsSelfRooted = true;
            }
        }

        void UpdateAI(const uint32 diff) override
        {
            // Always decrease our global cooldown first
            if (GlobalCooldown > diff)
            {
                GlobalCooldown -= diff;
            }
            else
            {
                GlobalCooldown = 0;
            }

            // Buff timer (only buff when we are alive and not in combat
            if (!m_creature->IsInCombat() && m_creature->IsAlive())
            {
                if (BuffTimer < diff)
                {
                    // Find a spell that targets friendly and applies an aura (these are generally buffs)
                    SpellEntry const* info = SelectSpell(m_creature, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_AURA);

                    if (info && !GlobalCooldown)
                    {
                        // Cast the buff spell
                        DoCastSpell(m_creature, info);

                        // Set our global cooldown
                        GlobalCooldown = GENERIC_CREATURE_COOLDOWN;

                        // Set our timer to 10 minutes before rebuff
                        BuffTimer = 600000;
                    }// Try agian in 30 seconds
                    else
                    {
                        BuffTimer = 30000;
                    }
                }
                else
                {
                    BuffTimer -= diff;
                }
            }

            // Return since we have no target
            if (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
            {
                return;
            }

            // Return if we already cast a spell
            if (m_creature->IsNonMeleeSpellCasted(false))
            {
                return;
            }

            // If we are within range melee the target
            if (m_creature->CanReachWithMeleeAttack(m_creature->getVictim()))
            {
                // Make sure our attack is ready
                if (m_creature->isAttackReady())
                {
                    bool Healing = false;
                    SpellEntry const* info = nullptr;

                    // Select a healing spell if less than 30% hp
                    if (m_creature->GetHealthPercent() < 30.0f)
                    {
                        info = SelectSpell(m_creature, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);
                    }

                    // No healing spell available, select a hostile spell
                    if (info)
                    {
                        Healing = true;
                    }
                    else
                    {
                        info = SelectSpell(m_creature->getVictim(), -1, -1, SELECT_TARGET_ANY_ENEMY, 0, 0, 0, 0, SELECT_EFFECT_DONTCARE);
                    }

                    // 50% chance if elite or higher, 20% chance if not, to replace our white hit with a spell
                    if (info && (rand() % (m_creature->GetCreatureInfo()->Rank > 1 ? 2 : 5) == 0) && !GlobalCooldown)
                    {
                        // Cast the spell
                        if (Healing)
                        {
                            DoCastSpell(m_creature, info);
                        }
                        else
                        {
                            DoCastSpell(m_creature->getVictim(), info);
                        }

                        // Set our global cooldown
                        GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
                    }
                    else
                    {
                        m_creature->AttackerStateUpdate(m_creature->getVictim());
                    }

                    m_creature->resetAttackTimer();
                }
            }
            else
            {
                bool Healing = false;
                SpellEntry const* info = nullptr;

                // Select a healing spell if less than 30% hp ONLY 33% of the time
                if (m_creature->GetHealthPercent() < 30.0f && !urand(0, 2))
                {
                    info = SelectSpell(m_creature, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);
                }

                // No healing spell available, See if we can cast a ranged spell (Range must be greater than ATTACK_DISTANCE)
                if (info)
                {
                    Healing = true;
                }
                else
                {
                    info = SelectSpell(m_creature->getVictim(), -1, -1, SELECT_TARGET_ANY_ENEMY, 0, 0, ATTACK_DISTANCE, 0, SELECT_EFFECT_DONTCARE);
                }

                // Found a spell, check if we arn't on cooldown
                if (info && !GlobalCooldown)
                {
                    // If we are currently moving stop us and set the movement generator
                    if (!IsSelfRooted)
                    {
                        IsSelfRooted = true;
                    }

                    // Cast spell
                    if (Healing)
                    {
                        DoCastSpell(m_creature, info);
                    }
                    else
                    {
                        DoCastSpell(m_creature->getVictim(), info);
                    }

                    // Set our global cooldown
                    GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
                }// If no spells available and we arn't moving run to target
                else if (IsSelfRooted)
                {
                    // Cancel our current spell and then allow movement agian
                    m_creature->InterruptNonMeleeSpells(false);
                    IsSelfRooted = false;
                }
            }
        }
    };

    CreatureAI* GetAI(Creature* pCreature) override
    {
        return new generic_creatureAI(pCreature);
    }
};
void AddSC_generic_creature()
{
    return; //TODO why was it removed for some ACID EAI?
    Script *s;
    s = new generic_creature();
    s->RegisterSelf();
}
